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annotate xrogue/README.TXT @ 145:aac28331e71d
Advanced Rogue family: fix the "score" option.
Changing the score file (when permitted) now works again, closing the
old score file and opening the new one.
author | John "Elwin" Edwards |
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date | Wed, 20 May 2015 08:42:17 -0400 |
parents | e6179860cb76 |
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133
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1 Welcome to XRogue |
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2 http://roguelike.sourceforge.net/xrogue |
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3 |
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4 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 |
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18 |
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19 XRogue: Expeditions into the Dungeons of Doom |
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20 --------------------------------------------- |
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21 |
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22 Introduction: |
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23 |
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24 Rogue was introduced at the University of California at Berkeley as a |
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25 screen-oriented fantasy game. The game had 26 types of monsters that |
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26 the player could meet while exploring a Dungeon generated by the computer. |
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27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the |
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28 player to battle these monsters and to gain gold, the basis for scoring. |
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29 |
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30 The version of rogue described in this guide has been expanded to include |
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31 over 200 monsters with many new capabilities and has been renamed xrogue. |
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32 Many of the monsters are intelligent and they, like the player, must avoid |
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33 traps and decide when it is better to fight or to run. There are also a |
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34 number of new commands in this version not found in previous versions. |
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35 |
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36 The game contains monsters, spells, weapons, armor, potions, and other |
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37 magical items that you will discover during your quest. The Dungeon's |
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38 geography changes with every game and although many magical items have |
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39 certain identifiable properties, such as turning the player invisible, |
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40 the physical manifestation of the magic changes each game. A red potion, |
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41 for example, will cause the same reaction throughout a given game but |
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42 it may be a completely different potion in a new game. |
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43 |
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44 Entering the Dungeon with only a little food, armor, and a weapon, the |
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45 player must develop a good strategy of when to fight, when to run, and |
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46 how to best use any magical item found in the Dungeon. To make things |
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47 interesting the player has a quest to return one of several unique and |
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48 magical artifacts which are rumored to lie deep within the Dungeon. |
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49 Returning with this artifact to the surface brings great honor. |
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50 |
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51 However, after finding the artifact, the player may wish to continue |
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52 his quest deeper into the Dungeon to match wits with an arch-devil, a |
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53 demon-prince, or perhaps Charon the Boatman. Defeating such a creature |
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54 will gain the player many experience points which is the basis for |
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55 scoring in xrogue. It is very difficult to return from the Dungeons |
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56 of Doom alive. Very few players have won this game. |
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57 |
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58 Character Classes: |
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59 |
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60 Before placing the player in the Dungeon, the game requests that you |
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61 select what type of character they would like to be: Fighter, Paladin, |
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62 Ranger, Magic-User, Cleric, Thief, Assassin, Druid, or Monk. |
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63 |
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64 The Fighter |
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65 |
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66 A Fighter has the best odds at winning battles with monsters. At high |
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67 experience levels, the Fighter is able to attack his opponent multiple |
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68 times in a single turn. Strength is the main attribute of the Fighter. |
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69 |
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70 The Magic-User |
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71 |
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72 A Magic-User is able to cast spells. Intelligence is the main attribute. |
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73 The number of spells a Magic-User can cast increases as he gains in |
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74 experience points and in intelligence. His spell casting ability allows |
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75 him to identify any item in the Dungeon. 16 spells. |
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76 |
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77 The Cleric |
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78 |
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79 A Cleric is able to pray for assistance in battle. Wisdom is the main |
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80 attribute. The number of prayers granted to the Cleric increases as he |
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81 gains in experience points and in wisdom. Clerics can affect (turn) the |
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82 undead monsters to avoid battle. Ie., zombies, ghouls, etc. If the |
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83 Cleric is very powerful relative to the undead monster, turning it will |
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84 utterly destroy it. 16 prayers. |
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85 |
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86 The Paladin |
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87 |
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88 A Paladin is a type of holy warrior, being a cross between a Cleric |
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89 and a Fighter. He is able to pray and affect the undead like the Cleric |
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90 and fight like the Fighter, but both to a lesser extent. He is on the |